MOAR HATS...

or not? omg, fixes, loads, and only 1 new item....

http://www.youtube.com/watch?v=Vh78T--ZUxY



>________________________________
>From: Jason Ruymen <[email protected]>
>To: 'Half-Life dedicated Linux server mailing list' 
><[email protected]>; 'Half-Life dedicated Win32 server mailing 
>list' <[email protected]>; "'[email protected]'" 
><[email protected]>
>Sent: Thursday, 15 September 2011, 22:29
>Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
>Source and Half-Life 2: Deathmatch Updates Released
>
>Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
>Source and Half-Life 2: Deathmatch are now available.  The specific changes 
>include:
>
>
>
>Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)
>
>- Added a server command line option called "-dumplongticks" which will 
>generate minidumps when there are long server frames
>
>- Fixed startmovie failing for the raw, tga, jpg, and wav options
>
>- Fixed some HUD messages not displaying properly on widescreen resolutions
>
>- Updated the localization files for all games
>
>
>
>Team Fortress 2
>
>- Fixed Demomen with the Persian Persuader equipped picking up ammo crates 
>when they're already at full health
>
>- Fixed hatless headgear not removing the player's hat
>
>- Fixed Natascha's bullets preventing Scouts from using Bonk and Crit-a-Cola
>
>- Fixed teleporter progress being displayed incorrectly after upgrading a 
>teleporter while it was recharging
>
>- Fixed a rare server crash related to assists
>
>- Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new 
>value for the cvar
>
>- Purchased items are no longer announced in the chat text
>
>- Reduced the amount of server console output when client commands are out of 
>sync
>
>- Added the following ConVars for proxy support for replay FTP offloading: 
>replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host, and 
>replay_fileserver_offload_proxy_port
>
>- Removed replay_port ConVar (and the need for replay to open a port)
>
>- Updated the matchmaking filtering to speed up searches and reduce the number 
>of pinged servers
>
>- Updated Pl_Upward
>
>   - Fixed ending the game mid-round when mp_timelimit has been reached
>
>   - Fixed several exploit areas
>
>- Updated Pl_Goldrush
>
>   - Stage 1 : Fixed overlapping train track models
>
>   - Stage 1 : Fixed terrain seam by red spawn exit
>
>   - Stage 1 : Fixed red spawn room door going through ceiling
>
>   - Stage 1 : Light fixture on roof structure of red's first spawn building 
>switched to non-solid
>
>   - Stage 2 : Added func_nobuild under bridge that would get teleported 
>players stuck
>
>   - Stage 3 : Added invisible func_brushes above roofs to block blind demo 
>grenade spam
>
>   - Stage 3 : Fixed wood structure by main gate entrance so it doesn't 
>destroy teleport buildables
>
>   - Stage 3 : Added clip brush to top of main gate entrance
>
>   - Stage 3 : Extended red's respawn room brushes to enclose entire interior
>
>   - Stage 3 : Added respawn visualizer material to back face of blocker that 
>prevents red from entering blue's respawn area from the top route
>
>- Updated Items
>
>   - Added the Killer Exclusive
>
>   - Added the Mask of the Shaman to the droplist and made it craftable
>
>   - Added the El Jefe  to the droplist and made it craftable
>
>   - Added two new styles for the Large Luchadore
>
>   - Fixed the Industrial Festivizer sometimes turning white
>
>   - Updated the shading on the Crusader's Crossbow
>
>   - Updated the Magnificent Mongolian texture and made it paintable
>
>   - Updated the Carouser's Capotain with an improved appearance
>
>   - Updated the Whiskered Gentlemen with an improved appearance
>
>   - Updated the particle effects for the Cow Mangler 5000 and the Righteous 
>Bison
>
>   - Updated the Stickybomb Jumper
>
>      - Now uses a unique texture and projectile
>
>      - No longer causes the wielder to take increased damage from other 
>sources
>
>
>
>Counter-Strike: Source
>
>Cumulative weapon updates
>
>- All weapons now have a new accuracy model which fixes many bugs and provides 
>more intuitive weapon behavior
>
>- Weapons now have separate accuracy penalties for jumping, landing, and 
>standing on ladders
>
>- All weapons are now more accurate while crouching
>
>- Accuracy penalties for movement no longer have a discrete threshold, but 
>scale between crouch move and run speed
>
>- All rifles are less accurate while running
>
>- Fixed bug that caused the glock to fire burst rounds on three consecutive 
>tick frames. It now fires burst rounds with a 0.05 cycle time
>
>- Fixed a bug that cause the famas to fire burst rounds on uneven intervals 
>(0.1 and 0.05). It now fires burst rounds with a fixed interval of 0.075
>
>- Fixed bug for the bolt action sniper rifles that caused their zoom state to 
>incorrectly toggle when holding down fire
>
>- Fixed bug that would cause the suppressor state on the USP and M4A1 to not 
>be accounted for correctly when the weapons were dropped with the suppressor 
>attached and then picked up
>
>- Fixed fast suppressor switch exploit
>
>- Decreased range of shotguns, while slightly increasing damage
>
>- Slightly increased damage of m249
>
>- Sniper rifles now zoom faster
>
>- AWP fire animation changed to match 1.5 second cycle time
>
>- Fixed burst fire prediction of FAMAS
>
>- Fixed animation issue with elite dry fire
>
>- Fixed timing of sounds on Glock burst fire
>
>- Weapon spread patterns are no longer square
>
>- Dynamic crosshair now uses actual weapon accuracy, rather than a separate 
>simulation
>
>- Increased run speed for Galil and FAMAS
>
>- Increased FAMAS accuracy and reduced spread for burst mode
>
>- Increased accuracy of silenced USP
>
>- Increased accuracy of zoomed sg552
>
>- Cycle time for dual elites increased to .12 second
>
>- Fixed firing of "stale" burst mode bullets on glock and famas
>
>- Fixed reload animation issue with shotguns under high latency
>
>- Fixed bug which allowed a CT to defuse the bomb in the same frame that it 
>exploded
>
>- Pistols no longer continuously spam weapon_fire event when the +attack key 
>is pressed. This has the side effect of no longer allowing the glock to 
>continuously auto-fire in burst mode).
>
>- Weapons no longer continuously cycle the weapon_reload event when the reload 
>key is pressed
>
>- Weapons no longer continuously cycle the empty fire event (and click) when 
>out of ammo and the attack button is held
>
>
>
>Other bug fixes
>
>- Re-enabled the ability for max grenades to be set from server convars
>
>- Allow observing other players when mp_fadetoblack is enabled and 
>mp_forcecamera is something other than OBS_ALLOW_NONE
>
>- Scoreboard is now more robust with user modified layout changes
>
>- Added defuser icons to CTs on the scoreboard; these are analagous to the 
>bomb icons for Ts, in that they only are visible for team members and 
>spectators
>
>- Defuser, bomb, and VIP icons are now colored by team color convar
>
>- Bomb/defuser icons are no longer shown for members of the opposing team when 
>you are not allowed to spectate them
>
>- Updated player max speed cap so that it no longer limits players to 240 
>movement speed
>
>- Allow player max speed to be changed by mods
>
>- Killing friendly players no longer increments the player stat for kills with 
>enemy weapons
>
>- Round no longer ends when timer runs out and mp_ignore_round_win_conditions 
>is set
>
>- Players no longer get weapon donation credit for buying, dropping, and 
>picking up the same weapon
>
>- Fixed crash related to planting C4
>
>- Fixed positioning of hud_targetid; it now is correctly visible in wide 
>screen aspect ratios and when spectating
>
>- Updated the multiplayer options UI so that it offers more options for 
>configuring the crosshair
>
>- When dynamic crosshair is disabled, the crosshair is now completely static
>
>- Fixed a couple of issues with the view offset when dead was fighting with 
>the observer code
>
>- Fixed a bug where the client would have a ragdoll entity in CS, but wouldn't 
>have actually created a ragdoll which would give a one frame glitch in the 
>death camera position setup
>
>- Fixed an exploit where users could disable flashbang audio effects using 
>alias commands
>
>- Marked the "mat_diffuse" convar as a cheat to protect against exploits
>
>- Fixed issue with buying multiple grenades when ammo_*_max were set to other 
>than the defaults
>
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>
>
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